Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Ghoul |
Class | Berserker |
Level / Exp | 22 / 83% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 22 on the 72nd Haze 122nd year of Ascendancy at 14:28 / 1 |
Primary Stats
Strength | 73 (base 51) |
Dexterity | 24 (base 11) |
Constitution | 79 (base 46) |
Magic | 12 (base 10) |
Willpower | 11 (base 10) |
Cunning | 8 (base 10) |
Resources
Life | -84/1033 |
Stamina | 126/166 |
Healing Factor | 1.4668020097746 |
Regeneration | 5.3795652760515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 129 |
Accuracy | 28 |
Crit Chance | 13% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 10 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Lightning | +19% |
Darkness | +9% |
Arcane | +3% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Defense: Base
Armour (hardiness) | 60.511077022655 (94.749889547741%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 22 |
Physical Save | 52 |
Spell Save | 24 |
Mental Save | 18 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 16%( 70%) |
All | + 4%( 70%) |
Lightning | + 54%( 70%) |
Light | + 28%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 16%( 70%) |
Darkness | + 17%( 70%) |
Fire | + 51%( 70%) |
Mind | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 56% |
Bleed Resistance | 100% |
Knockback Resistance | 66% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 21% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.42 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by bloated horror. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aronn the pair of hardened leather boots (0 def, 11 armour) Aronn the pair of hardened leather boots (0 def, 11 armour)2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +11 Resists +8% lightning +8% temporal +6% mind +6% fire Heal.mod +5% Stun/Frz- +20% A pair of boots made of leather. |
Light source | Mesin the Lightningseam Mesin the Lightningseam2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex +2 Mag +3 Wil +1 Con dps ---------- Dmg.mod +6% lightning Melee Ret 2 lightning ----- def ----- Resists +6% lightning ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | Dagyrain [power 554] (3/15 cooldown) Dagyrain [power 554] (3/15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +25% arcane Melee Ret 4 arcane ----- def ----- Resists +5% arcane +9% blight Sting an enemy dealing 554 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 77. 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's steel ring of lightning (+26%) titan's steel ring of lightning (+26%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid +12% fire ----- def ----- Resists +22% acid +24% fire +3% light Phys.save +6 (+2 eff.) ---------- misc Infravis +1 See.Invis +6 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Glorilerin the voratun greatsword (63-101 power, 4 apr) Glorilerin the voratun greatsword (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 63.0 - 100.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 light Against +28% Undead On Hit.r1 +16 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Apr +2 ----- def ----- Crit.chn- 15.00% Mind.save +6 (+4 eff.) Die.at -80.00 life Massive two-handed swords. |
On hands | voratun gauntlets of the juggernaut (0 def, 3 armour) voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +14 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +6 (+4 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Daimukalthondur the Duathelburst (0 def, 16 armour) Daimukalthondur the Duathelburst (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +12 Str +8 Con dps ---------- Dmg.mod +3% arcane +9% darkness Melee Ret 4 arcane 6 darkness ----- def ----- Armour +16 Fatigue +22% Resists +12% acid +12% physical +3% darkness +8% fire +12% lightning +13% cold Max.HP +109.00 Disarm- +28% Stun/Frz- +32% Knockbk- +26% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | enveloping linen cloak of fog (10 def, 0 armour) enveloping linen cloak of fog (10 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +11% light +11% fire Phys.save +6 (+2 eff.) Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit copper amulet of mastery (0.12 Technique / Conditioning) starlit copper amulet of mastery (0.12 Technique / Conditioning)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +21% ---------- misc Masteries +0.12 Technique/Conditioning Amulets make your neck look great! |
Inventory
Lustrepall the dwarven-steel battleaxe (33-50 power, 2 apr) Lustrepall the dwarven-steel battleaxe (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 light On Hit.r1 +17 fire While equipped: Stats +4 Cun ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Light +3 Massive two-handed battleaxes. |
Staff of Destruction (20-24 power, 4 apr, lightning element) Staff of Destruction (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Lightning Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+9 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
enlightening dwarven-steel plate armour of the deep (0 def, 14 armour) enlightening dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +14 Fatigue +22% Resists +6% acid +9% cold Mind.save +14 (+8 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
72 alchemist agate 72 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mortain the Ghoul Berserker level 13
23rd Dusk 122nd year of Ascendancy at 02:49 see stats
By Mortain the Ghoul Berserker level 19
73rd Dusk 122nd year of Ascendancy at 06:40 see stats
By Mortain the Ghoul Berserker level 22
64th Haze 122nd year of Ascendancy at 06:34 see stats
By Mortain the Ghoul Berserker level 10
2nd Flare 122nd year of Ascendancy at 04:44 see stats
By Mortain the Ghoul Berserker level 20
7th Haze 122nd year of Ascendancy at 06:37 see stats
By Mortain the Ghoul Berserker level 21
31st Haze 122nd year of Ascendancy at 18:16 see stats
By Mortain the Ghoul Berserker level 19
7th Haze 122nd year of Ascendancy at 06:37 see stats
By Mortain the Ghoul Berserker level 10
2nd Flare 122nd year of Ascendancy at 21:04 see stats
By Mortain the Ghoul Berserker level 19
7th Haze 122nd year of Ascendancy at 06:37 see stats
By Mortain the Ghoul Berserker level 15
35th Dusk 122nd year of Ascendancy at 13:15 see stats
By Mortain the Ghoul Berserker level 19
6th Haze 122nd year of Ascendancy at 05:57 see stats
By Mortain the Ghoul Berserker level 17
60th Dusk 122nd year of Ascendancy at 05:26 see stats
By Mortain the Ghoul Berserker level 18
72nd Dusk 122nd year of Ascendancy at 02:08 see stats
Log
Mortain is free from the rotting disease.
Resting starts...
The shield around Mortain crumbles.
Mortain slows down.
Mortain is no longer out of phase.
Talent Rune: Shielding is ready to use.
Talent Retch is ready to use.
Grand Corruptor casts Blood Spray.
Rested for 4 turns (stop reason: detrimental status effect).
Mortain is afflicted by a decrepitude disease!
Mortain is afflicted by a rotting disease!
Berserker Rage's rage awakens!
Grand Corruptor hits Mortain for 140 blight damage.
Mortain casts Rune: Shielding.
A shield forms around Mortain.
Talent Rush is ready to use.
Rotting Disease from Grand Corruptor hits Mortain for (45 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Grand Corruptor hits Mortain for (33 absorbed), 0 blight (0 total damage).
Grand Corruptor casts Drain.
Your shield crumbles under the damage!
The shield around Mortain crumbles.
Grand Corruptor hits Mortain for (187 absorbed), 31 blight (31 total damage).
Talent Ghoulish Leap is ready to use.
Rotting Disease from Grand Corruptor hits Mortain for 45 blight damage.
Decrepitude Disease from Grand Corruptor hits Mortain for 33 blight damage.
Mortain the level 22 ghoul berserker was poxed to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
Mortain's rage subsides!